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the same happened to me until i realized that the version being loaded from CKAN is kerbalism for ksp 1.3 (although it is listed as 1.6.1), I did a manual install of the correct version from GitHub and everything works fine

I am a new user of Kerbalism. I have been playing with USI-LS since 0.90 and wanted a new challenge. I Found an issue while using Kerbalism and Kerbal Planetary Base System. My kerbals cannot transfer, nor board the Greenhouse module. It gives you the message "Cannot enter a module that is full" it is not game breaking, but part of the fun of KPBS is the beautiful IVAS that Nil's made. OBTW don't know if this is actually a bug or by design when using KPBS with kerbalism. All other KBPS, and Kerbalism options work fine only issue is boarding the module, I let Nils now of this behavior on the KPBS forum.
Also is there anyway we can get an exercise bike functionality in another module vs the hitchhiker only? Wish list

I have been using it on 1.6.1 with both Kerbalism and USI-LS (not both at the same time ) and I have had no issues (also using KIS and KAS). Hope that Nils has had some time for the spacer Part (a part that allows you to account for different module sizes in order to have a symmetrical base.) Currently using the control module disabling the sas and torque and getting them in hibernation .
UPDATE: Found an issue while using Kerbalism. My kerbals cannot transfer, nor board the Greenhouse module. It gives you the message "Cannot enter a module that is full" it is not game breaking, but part of the fun of KPBS is the beautiful IVAS that Nil's made. OBTW don't know if this is actually a bug or by design when using kerbalism.

I use it on 1.6.1 without major issues.
notes,:
pesky message in ksp avc reminding mod is not designed for ksp 1.6.1
cls is not working on ksp 1.6.1 so don’t use it with cls use stock transfers
when you create a new kerbonaut, and attempt to Chang its name it doesn’t. However if after you create it select edit and change name it will work. Has been this way since the 1.5 update

Besides the tool in the editor, I would recommend amp year, it gives you the ability to see what everything is consuming. It allows you to shut them down, turn them on, and also to set up emergency power and batteries

I﻿ just posted a workaround on the same question asked by vandarren
yes﻿ I a﻿m hav﻿ing the issue, It only happens with the Mk.2 lander can, and mostly after you update/install a mod. Here is the workaround that I have used successfully on two computers multiple times. I﻿t doesn't require you to uninstall any mods, nor reinstall KSP.
On KSP go to your save game folder, pick the save you are using for your current game, go to ships folder and﻿ select the VABfolder. Delete files that have the "Craft name.loadmeta" (loadmetafile under type). Do not de﻿lete anything that have the .Craft extension.
Example﻿
base mini.craft Do Not Delete
Base mini.loadmeta Delete
Repeat on SPH folder﻿﻿
Restart KSP, since you did not delete your .craft ﻿files all your saved ships will be there and the right click on the mk2 can functionality is restored.
﻿ Note: if you know the name of the ships you u﻿s﻿ed the mk2 can on you only need to delete the .loadmeta for those.
hope this helps﻿﻿﻿
﻿ Merry christmas

I just posted a workaround on the same question asked by vandarren
yes﻿ I a﻿m having the issue, It only happens with the Mk.2 lander can, and mostly after you update/install a mod. Here is the workaround that I have used successfully on two computers multiple times. I﻿t doesn't require you to uninstall any mods, nor reinstall KSP.
On KSP go to your save game folder, pick the save you are using for your current game, go to ships folder and﻿ select the VABfolder. Delete files that have the "Craft name.loadmeta" (loadmetafile under type). Do not delete anything that have the .Craft extension.
Example﻿
base mini.craft Do Not Delete
Base mini.loadmeta Delete
Repeat on SPH folder
Restart KSP, since you did not delete your .craft files all your saved ships will be there and the right click on the mk2 can functionality is restored.
﻿ Note: if you know the name of the ships you used the mk2 can on you only need to delete the .loadmeta for those.
hope this helps﻿﻿﻿
﻿ Merry christmas
It has happened with any new mod instaled
I just posted a workaround on the same question asked by vandarren
yes﻿ I a﻿m having the issue, It only happens with the Mk.2 lander can, and mostly after you update/install a mod. Here is the workaround that I have used successfully on two computers multiple times. I﻿t doesn't require you to uninstall any mods, nor reinstall KSP.
On KSP go to your save game folder, pick the save you are using for your current game, go to ships folder and﻿ select the VABfolder. Delete files that have the "Craft name.loadmeta" (loadmetafile under type). Do not delete anything that have the .Craft extension.
Example﻿
base mini.craft Do Not Delete
Base mini.loadmeta Delete
Repeat on SPH folder
Restart KSP, since you did not delete your .craft files all your saved ships will be there and the right click on the mk2 can functionality is restored.
﻿ Note: if you know the name of the ships you used the mk2 can on you only need to delete the .loadmeta for those.
hope this helps﻿﻿﻿
﻿ Merry christmas
It has happened with any new mod instaled

yes I am having the issue, It only happens with the Mk.2 lander can, and mostly after you update/install a mod. Here is the workaround that I have used successfully on two computers multiple times. It doesn't require you to uninstall any mods, nor reinstall KSP.
On KSP go to your save game folder, pick the save you are using for your current game, go to ships folder and select the VAB folder. Delete files that have the "Craft name.loadmeta" (loadmetafile under type). Do not delete anything that have the .Craft extension.
Example
base mini.craft Do Not Delete
Base mini.loadmeta Delete
Repeat on SPH folder
Restart KSP, since you did not delete your .craft files all your saved ships will be there and the right click on the mk2 can functionality is restored.
Note: if you know the name of the ships you used the mk2 can on you only need to delete the .loadmeta for those.
hope this helps
Merry christmas
UPDATE: tried out again and found out you don’t have to delete all .loadmeta files. It worked fine deleting just one (as long as it is from a craft that has the mk2 lander can)